AoeStats
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Hill Fort

506370821Analyzed
2v2 RM · 19d ago on Sep 13, 2026· 47m 32s· 4 players
Game mode
Random Map
Map size
Medium (4 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇺🇸 Shu · United States
1499
+19
🇺🇸 Hindustanis · United States
1498
+19
🇩🇪 Ethiopians · Germany
1564
-19
🇫🇷 Mongols · France
1564
-19
Player eAPM Actions Feudal Castle Imperial Opening
62 2,935 9:20 21:02 35:58 ⚔ Scout Rush
45 2,116 10:51 15:11 41:36 ⛏ Fast Castle
44 2,081 10:28 19:30 43:22 ⛏ Fast Castle
38 1,804 8:55 22:50 43:12 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
21,050 10,105 12,040 3,075 46,270 47,475
12,650 15,370 10,715 3,475 42,210 45,375
13,025 15,095 9,270 2,295 39,685 46,042
16,920 8,638 6,620 4,000 36,178 41,777
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number. Age times are when the player reached the age (hover for the click that started it). Openings are inferred from early production and building placement, and are omitted when unclear. The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled. Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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